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Global Recreation Market (2022 to 2031) – Featuring Maruhan, Flutter Entertainment and Tabcorp Holdings Among Others
The “Recreation Global Market Report 2022, By Type, Age Group, Revenue Source” report has been added to ResearchAndMarkets’ offering.
This report provides strategists, marketers and senior management with the critical information they need to assess the global recreation market as it emerges from the Covid 19 shut down.
Reasons to Purchase
- Gain a truly global perspective with the most comprehensive report available on this market covering 50+ geographies.
- Understand how the market is being affected by the coronavirus and how it is likely to emerge and grow as the impact of the virus abates.
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- Identify growth segments for investment.
- Outperform competitors using forecast data and the drivers and trends shaping the market.
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- Benchmark performance against key competitors.
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Description:
Where is the largest and fastest growing market for the recreation? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The Recreation market global report answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography. It places the market within the context of the wider recreation market, and compares it with other markets.
- The market characteristics section of the report defines and explains the market.
- The market size section gives the market size ($b) covering both the historic growth of the market, the impact of the Covid 19 virus and forecasting its recovery.
- Market segmentations break down market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth. It covers the impact and recovery trajectory of Covid 19 for all regions, key developed countries and major emerging markets.
- Competitive landscape gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The trends and strategies section analyses the shape of the market as it emerges from the crisis and suggests how companies can grow as the market recovers.
- The recreation market section of the report gives context. It compares the recreation market with other segments of the recreation market by size and growth, historic and forecast. It analyses GDP proportion, expenditure per capita, recreation indicators comparison.
Major companies in the recreation market include China Sports Lottery, China Welfare Lottery, The Walt Disney Company, Sociedad Estatal Loterias y Apuestas del Estado S.A., Maruhan, Flutter Entertainment plc., The Hong Kong Jockey Club, Tabcorp Holdings Ltd., CJ Corp. and Oriental Land Company Ltd.
The global recreation market is expected to grow from $960.66 billion in 2021 to $1485.79 billion in 2022 at a compound annual growth rate (CAGR) of 54.7%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $2557.38 billion in 2026 at a CAGR of 14.5%.
The recreation market consists of sales of the use of recreational facilities, and recreational services and related goods by entities (organizations, sole traders and partnerships) that provide recreational services. Recreational activities include taking part in sporting activities and visiting museums, historical sites, zoos and parks and also witnessing spectator sports and events. Gambling except casino hotels can also be considered to be part of recreation market.
The main types of recreation are amusements, arts and sports. Sports services provide live sporting events before a paying audience or entities that operate golf courses and country clubs, skiing facilities, marinas, fitness and recreational sports centers, and bowling centers. The different age groups include aged 35 and younger, aged 35-54, aged 55 and older and involves various revenue sources such as media rights, merchandising, tickets and sponsorship.
Asia Pacific was the largest region in the recreation market in 2021. Eastern Europe is expected to be the fastest-growing region in the forecast period. The regions covered in the recreation market are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa.
The recreation market growth is aided by stable economic growth forecasted in many developed and developing countries. The International Monetary Fund (IMF) stated that the global GDP growth was 3.2% in 2019 and 3.5% in 2020. Recovering commodity prices further expected to aid the market growth. Developed economies are also expected to register stable growth during the forecast period. Additionally, emerging markets are expected to continue to grow slightly faster than the developed markets in the forecast period. For instance, India’s GDP grew by 7.2%, whereas China registered GDP growth of 6.0% in 2020. Stable economic growth is expected to in end user markets, thereby driving the market during forecast period. This continued economic growth is expected to increase investments in the end user markets and be a driver of the recreation market as greater affluence allows consumers to visit recreation centers.
Amusement parks are increasingly using virtual and augmented reality technology to provide an immersive experience to customers. Virtual reality is a 3D, computer generated environment which can interact with a person, whereas augmented reality turns an environment into a digital interface by placing virtual objects in the real world. Amusement parks are implementing this technology in rides and theater-based attractions. For instance, Plopsaland De Panne in De Panne, Belgium has a new virtual reality wooden roller coaster called Heidi The Ride, which can reach speeds of more than 43 mph. Amusement park SeaWorld has started operating a new Kraken Virtual Reality Roller Coaster in Orlando. The Weave Breaker coaster brings the reality of jet skiing in an amusement park. Universal Studios have The Walking Dead mazes with augmented reality elements.
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Africa
QTech Games wins Strategic Partner of the Year at the 2026 Africa Gaming Expo (AGE) Awards in Lagos
QTech Games, the leading game aggregator for emerging markets, has been named Strategic Partner of the Year at the annual AGE Awards (Africa Gaming Expo), standing out among a competitive field of top aggregation providers.
The award recognises companies that have demonstrated tactical excellence and delivered innovative solutions tailored to the African iGaming sector over the past 12 months. QTech Games impressed judges with its continued strategic growth, collaborative approach, and ability to meet the evolving demands of the market.
The AGE Awards celebrate innovation and technological advancement across the African gaming landscape, with QTech Games earning recognition for the significant progress it has made throughout the 2025–26 judging period. The company’s focus on partnership-driven growth and market-specific solutions has been central to its success.
Philip Doftvik, CEO of QTech Games, commented:
“We’re thrilled to receive this award and be recognised as a strategic partner of choice in Africa. Being shortlisted was an honour, but winning is a true validation of our approach—from our breakthrough retail solution, QTech Hybrid, to our commitment to close collaboration with partners. We pride ourselves on thinking differently and consistently going the extra mile.”
He added:
“This recognition is also a testament to the dedication of our team and the innovative suppliers on our platform. As a leading distributor for emerging markets, we remain focused on delivering high-quality content and driving growth for our partners across Africa and beyond.”
The post QTech Games wins Strategic Partner of the Year at the 2026 Africa Gaming Expo (AGE) Awards in Lagos appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
ALL FOR ONE Studios
Unlock the Sands’ Bounty — Games Global and ALL FOR ONE Studios introduce rewards in Queens of Ra Rising Coin Collect
Games Global, collaborating with exclusive studio ALL FOR ONE StudiosTM, has launched Queens of Ra Rising Coin Collect
, the newest addition to the renowned Queens of Ra series, offering an enhanced version of the beloved Coin Collect mechanic featuring increasing values and dynamic multiplier elements.
The 5×3, 20-payline slot brings the essence of Ancient Egypt alive with iconic queens Cleopatra, Nefertiti, and Hatshepsut, merging rich visual narratives with the possibility of winning up to 5,000x through jackpot prizes.
Central to the game is the Coin Collect feature featuring Rising Multiplier Zones, where bronze, silver, and gold coins appear with cash values that are granted when a Collect symbol appears on reel five. Prior to every collection, as many as five Multiplier Zones may trigger, increasing coin values by as much as 10x and greatly improving payout possibilities.
The Multiplier Meter promotes continuous engagement, increasing as Multiplier Booster symbols appear in the base game. The meter remains constant, gradually unlocking more powerful multiplier values.
Additional depth is provided by Rising Coin Values, as Coin Booster symbols enhance the worth of every coin type during the game. Bronze coins can increase to 5x, silver to 10x, and gold to 25x, with these amounts extending into bonus features to enhance possible returns.
The experience is enhanced by three unique Bonus Games triggered by coins during the base game. Every feature starts with three spins, resetting as fresh coins appear, while Multiplier Zones have the potential to extend across full rows. Gathering enough coins grants set jackpots, which include mini, major, and grand prizes.
Combining a successful franchise with innovative mechanics, Queens of Ra Rising Coin Collect
offers a more engaging and fulfilling gameplay experience.
Julia Saburova, Head of ALL FOR ONE Studios, said: “We approached this game with the intention of making every spin feel lively and rewarding, focusing on how individual features come together to create a more dynamic overall experience.
“It was important for us to retain the essence of the series while introducing elements that give it a fresh and distinctive feel.”
David Reynolds, Director of Games Strategy and Partner Management at Games Global, added: “Queens of Ra Rising Coin Collect
stands out through its strong thematic identity and cohesive feature set, creating an immersive player journey. It builds on an established brand, delivering a quality and engaging gameplay experience.”
The post Unlock the Sands’ Bounty — Games Global and ALL FOR ONE Studios introduce rewards in Queens of Ra Rising Coin Collect appeared first on Eastern European Gaming | Global iGaming & Tech Intelligence Hub.
Andrew Humphreys Chief Product Engineering Officer at Bede Gaming
OLG Launches Innovative New React Native Mobile App with Bede Gaming
Provincial Canadian lottery provider optimises its mobile experience following successful rollout of upgraded Bede App powered by React Native technology
Bede Gaming is proud to continue its partnership with Ontario Lottery & Gaming Corporation (OLG), which is now delivering an enhanced experience to its OLG.ca mobile customers across the province after successfully transitioning to the Bede Gaming React Native App.
The upgraded app, built for fast and seamless omnichannel performance, provides an exceptional player experience that leverages a data-efficient design model.
With over 1 million monthly app users, the lightweight network delivery and core functionality of Bede’s technical solution ensures an accessible and high-quality player experience across devices, even during peak traffic periods.
Structured with a flexible foundation for future development, ongoing app enhancements will now be delivered quickly and consistently across device types. In addition, the new app uses one build for all devices, making it much more operationally efficient and cost effective, and far easier for the Ontario operator to implement and manage future changes.
The new agile solution is also highly scalable and customisable, offering the flexibility to build a bespoke mobile set-up that’s truly brand-tailored and easily self-managed by operator admins. With direct connection into Bede’s full platform capabilities, engaging in-house product suite, and catalogue of third-party integrations, the new app eliminates the need for additional integration steps, significantly improves speed to market, and enables a fast response to changing player behaviours and trends.
Given online gambling is regulated on a province-to-province basis in Canada, the new app will also help OLG continue to provide a responsible and compliant iGaming service through geolocation technology powered by mkodo’s GeoLocs product, leveraging robust location management tools to ensure a seamless and fully regulated experience for players across Ontario.
Following the transition to Bede’s React Native App, OLG has reported a smooth and successful launch, with a carefully planned rollout and no impact to the customer experience.
Dave Pridmore, Chief Gaming Officer at OLG, said: “We’re delighted with how quickly and efficiently the transition to Bede’s React Native app has been – and the fact there’s been no disruption for our existing OLG.ca players speaks volumes about the impressive teamwork shown on both sides. The intuitive experience built and well-considered support are representative of the high quality of work we’ve come to expect from our partners at Bede Gaming.
“As OLG continues to prioritise our players’ experiences and expectations, we look forward to implementing even more market-leading enhancements throughout our ongoing digital growth.”
Further phases of strategic enhancements applied to the app’s user journey will deliver continual user improvements, supporting a more streamlined customer experience that encourages returning traffic.
With increasing demand across the industry for seamless omnichannel gaming experiences, having this degree of personalisation, accessibility and smooth user journeys offers an increasingly significant role in player retention.
“The successful roll-out of our React Native App is testament to Bede’s continued commitment to our partnership with OLG and further proof of the passion we have for providing operational efficiencies to their team,” said Andrew Humphreys, Chief Product Engineering Officer at Bede Gaming. “I’m excited about the additional competitive value that our Bede App will be able to offer; our flexible and cost-efficient solution will empower OLG to expand their outreach and capabilities in the mobile-first market.”
The post OLG Launches Innovative New React Native Mobile App with Bede Gaming appeared first on Americas iGaming & Sports Betting News.
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